Line 555: | Line 555: | ||
| 10 (12)<ref name='ab'></ref> | | 10 (12)<ref name='ab'></ref> | ||
| The move is i10, but can only punish -12 at best | | The move is i10, but can only punish -12 at best | ||
|- | |||
| '''~''' | |||
| 10~12 | |||
| The move is i10, but can also hit at the 11th frame or the 12th frame | |||
|- | |- | ||
| '''g''' | | '''g''' | ||
Line 579: | Line 583: | ||
| +22a (+38a) | | +22a (+38a) | ||
| [[Movelist#Frame advantage|Disambiguation]] | | [[Movelist#Frame advantage|Disambiguation]] | ||
|- | |||
| '''js''' | |||
| i15 js6 | |||
| The move crushes lows (jumping state) from frame 6 | |||
|- | |||
| '''cs''' | |||
| i14 cs8 | |||
| The move crushes highs (crouching state) from frame 8 | |||
|- | |||
| '''pc''' | |||
| i22 pc6 | |||
| The move starts absorbing mids and highs at frame 6 ([[Power Crush]]) | |||
|- | |||
| '''ps''' | |||
| i23 ps7~20 | |||
| The move parries certain attacks from frame 7 to frame 20 ([[Parry]])<ref>When move only has parry frames, i-frames refer to the ps-frames</ref> | |||
|} | |} | ||
Revision as of 13:28, 23 January 2021
Notation is shorthand for game input. It's used extensively throughout both this wiki and the wider Tekken community. Notation is distinct from jargon.
Basic input
Notation | Meaning |
---|---|
1 | Left Punch |
2 | Right Punch |
3 | Left Kick |
4 | Right Kick |
Notation | Meaning |
---|---|
u | Up |
d | Down |
f | Forward |
b | Backward |
n | Neutral (no direction) |
U | Up (Hold) |
D | Down (Hold) |
F | Forward (Hold) |
B | Backward (Hold) |
Notation | Meaning | Example |
---|---|---|
/ | Diagonal directional input | u/f |
+ | Pressed together | 1+2 |
: | Pressed together on the same frame | d/f:2 |
, | Followed by[b 1] | 1,2 |
~ | Followed by, immediately | 1~2 |
: | Followed by, tight input window | 1:2 |
< | Followed by, with delayed input | 1<2 |
* | Held input | 1* |
Notation | Meaning | Example | |
---|---|---|---|
CH | Counter-hit | CH 1,1 | 1,1, where the first hit is a counter hit |
CL | Clean hit | CL 1,1 | 1,1, where the first hit is a clean hit |
() | Whiffed or blocked moves[b 2] | (1,2),1 | 1,2,1, where the first two hits whiff or get blocked |
(x?) | Repeat string ? times | 1,2,f~n(x3) | 1,2,f~n repeated 3 times |
[] | Damage | [16] 1,2 | 1,2, doing 16 damage in total |
- ↑ See also § Spaces and commas
- ↑ This is mostly important for counter hits: CH 1,2,1 means that the first hit is a counter hit, whereas CH (1,2),1 means that the last hit is.
Combo annotations
Notation | Meaning |
---|---|
R! | Requires Rage |
Mn! | Requires n bars of Meter |
S! | Screw (or Tailspin) |
W! | Wall splat or wall bounce |
WB! | Wall break |
F! | Floor break |
BB! | Balcony break |
Notation | Meaning | Input |
---|---|---|
cc | Crouch cancel |
|
dash[c 1] | Forward dash | f,F |
qcf | Quarter-circle forward | d,d/f,f |
qcb | Quarter-circle back | d,d/b,b |
hcf | Half-circle forward | b,d/b,d,d/f,f |
hcb | Half-circle back | f,d/f,d,d/b,b |
- ↑ Not written when obvious, e.g. after S!
Stances
WR | While running[s 1] |
WS | While standing |
FC | Full crouch |
BT | Back turned |
SS | Sidestep |
SSL | Sidestep left |
SSR | Sidestep right |
FUFT | Face up, feet towards |
FUFA | Face up, feet away |
FDFT | Face down, feet towards |
FDFA | Face down, feet away |
Stances give access to additional moves. They also often prevent the use of regular, standing moves. If a stance only has one move and one transition, it's usually preferable to just write the full input.
Character | Abbreviation | Stance | Input |
---|---|---|---|
Lee | HMS | Hitman Stance | 3+4 |
Lee | INF | Infinite Kicks | (pseudo)[s 2] |
Lee | MS | Mist Step | f~n |
Lee | Sway | Sway | MS b~n |
Lei | SNA | Snake | 3+4[s 3] |
Lei | DGN | Dragon | 3+4,1 |
Lei | PAN | Panther | 3+4,2 |
Lei | TGR | Tiger | 3+4,3 |
Lei | CRA | Crane | 3+4,4 |
Lei | PHX | Phoenix Illusion | b+1+4 |
Lei | DRU | Drunken Master | f+3+4 |
Lei | sSNA[s 4] | Sitting Snake | d/b+1 |
Lei | f,n [s 5] | Rush Step | f,n |
Lei | KND | Knockdown (Play Dead in-game Disambiguation) | d+3+4 |
Lei | PLD | Play Dead (Play Dead in-game) | d+2+3 |
Lei | FCD | Face Down (Sidewind in-game) | d+1+2 |
Lei | SLD | Slide (Sidewind in-game) | d+1+4 |
Zafina | SCR | Scarecrow | 3+4 |
Zafina | MNT | Mantis [s 6] | d+3+4 |
Zafina | TRT | Tarantula | d+1+2 |
- ↑ Entered by f,f,F
- ↑ Not really a stance, but it can be helpful to notate it as if it were.
- ↑ Snake, Dragon, Panther, Tiger and Crane stances (5 gate animals) have lots of ways to enter the stances, specifically some players prefer to explain them through the Razor Rush cycle.
- ↑ Some players prefer Coiled Snake, or cSNA as an alternative title.
- ↑ Rush Step is technically a stance, but no one abbreviates it, nevertheless, Razor Rush is commonly seen abbreviated as RR as in RR 3 for the low kick in the end, RR 4 for the mid kick in the end, RR <stance> for a specific transition after a certain amount of hits ~~~This needs improving~~~.
- ↑ MNT 2+3 puts Zafina into BT MNT and out of it (the move is named Paradox in-game), it does not differ enough to be listed, no new moves, no specific abbreviation.
Spaces and commas
When writing out a combo, consistent use of spaces and commas helps with readability.
Commas are only used to separate inputs within a string, and should not have a space after them.
Spaces are used to separate almost everything else: strings, stances, damage, counter/clean hit, and combo annotations.
Spaces can be omitted in some cases if it improves readability. The most notable case is writing movement stances in lowercase and without a space, e.g. “ws2” instead of “WS 2”. This should be avoided if there's also a directional input, e.g. write “WS b+1” and not “wsb+1” or “WSb+1”.
Conditions
Some moves can only be done under certain conditions. In these cases, the notation for that move's “input” includes some non-input representing that condition.
Notation | Meaning | Example |
---|---|---|
p | Successful parry | b+1+2,p,4 |
Held motion inputs
Motion inputs must specify when the final directional input is a hold. This clarifies that the attack input can't be pressed on the same frame. It also often indicates that the input can't be fully buffered.
Character | Move | Explanation |
---|---|---|
Bryan | f,b+2 | The b and 2 can be pressed on the same frame, will still work if b is pressed earlier |
Heihachi | f,F+2 | The second F must be pressed and held at least one frame before the 2 |
Heihachi | d,d/f,f+2 | The f and 2 can be pressed on the same frame, will still work if f is pressed earlier |
Lee | d,D/B+4 | The D/B must be pressed and held at least one frame before the 4 |
Other notation styles
Two different notable notation styles are Iron Fist (also known as official or in-game notation) and numpad (also known as anime notation). Numpad style is so-named because the directional inputs are based on their position on a numpad.
Wavu Wiki | Iron Fist | Numpad |
---|---|---|
1 | 1 | LP |
2 | 2 | RP |
3 | 3 | LK |
4 | 4 | RK |
1+2 | 1+2 | LP+RP |
1+2+3 | 1+2+3 | LP+RP+LK |
1+2+3+4 | 1+2+3+4 | LP+RP+LK+RK |
Wavu Wiki | Iron Fist | Numpad |
---|---|---|
u | u | 8 |
d | d | 2 |
f | f | 6 |
b | b | 4 |
n | n | 5 |
u/f | u/f | 9 |
d/f | d/f | 3 |
d/b | d/b | 1 |
u/b | u/b | 7 |
Wavu Wiki | Iron Fist | Numpad |
---|---|---|
U | U | |
D | D | |
F | F | |
B | B | |
U/F | U/F | |
D/F | D/F | |
D/B | D/B | |
U/B | U/B |
Wavu Wiki | Iron Fist | Numpad |
---|---|---|
1~2 | [12] | LP~RP |
u/f+4 f,F+3 | u/f4>fF3 | 9RK,66LK |
d,D/B+4 3~3:4 | dD/B4>[33]:4 | 21RK,LK~LK:RK |
Numpad style is more common in South Korea and Japan. In Japan, LP+RP and LK+RK are often shortened to WP and WK respectively.
Frame Notations
Main Page: Movelist
Notation | Example | Explanation |
---|---|---|
+/- | +10, -15 | Frame Advantage (0 stays 0) |
i | i10[1] | A move comes out on the 10th frame after animation initiation |
f | 10f[1] | A move will be able to punish -10 at best |
() | 10 (12)[1] | The move is i10, but can only punish -12 at best |
~ | 10~12 | The move is i10, but can also hit at the 11th frame or the 12th frame |
g | +15g | Opponent is -15, but they are able to block |
k | +8k | The move causes ballerina spin |
a | +22a | The move launches opponent in the air |
c | +5c | The move causes opponent to recover in crouch |
d | +39d | Causes Downed state to the opponent needs link |
() | +22a (+38a) | Disambiguation |
js | i15 js6 | The move crushes lows (jumping state) from frame 6 |
cs | i14 cs8 | The move crushes highs (crouching state) from frame 8 |
pc | i22 pc6 | The move starts absorbing mids and highs at frame 6 (Power Crush) |
ps | i23 ps7~20 | The move parries certain attacks from frame 7 to frame 20 (Parry)[2] |
See also
- ↑ 1.0 1.1 1.2 Disambiguation
- ↑ When move only has parry frames, i-frames refer to the ps-frames